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Blog RSS Feed Report abuse Latest News: A Key Element During Stormy Weather

12 comments by Daemonion on Feb 15th, 2014

Last year, I began my quest into the wild world of space restrictors and stereo audio in Shadow of Chernobyl. I've had the chance over this long period to re-evaluate my own work and style for this mod, inspired by games I've been playing recently with exceptional audio, such as Limbo and The Last of Us. My skills have grown a bit and there are some things that I've needed to revisit and update along the way.

A big part of my stormy weather audio overhaul, which is the entire subject of Dev Diary 12 (yup, still workin on that), is getting interior audio right. The audio can't get in the way and be jarring, but it still has to be showcased enough to put you in the environment. It has to make you feel like you are there.

Pretend it is raining heavily. Pretend you are in this small, decrepit building in the Cordon:

In vanilla Stalker, the engine doesn't natively support specific audio cues for when the player enters a building. Last year, I hacked together a way to do so, and added a feature where that audio changes based on the weather. Now, the audio changes based on the intensity of that weather, also. In LURK 1.2, when you are inside during a heavy storm, you'll hear variations of what I've embedded above - depending on the storm intensity and the type of building you are in. I've started re-organizing my creation process to make all of these small changes in content possible (I can remove the wind from this track easily and change any creaking textures, for example, allowing for a wide variety of variation).

Last year, I made an unlisted video (which I am making public for you all, despite the rough edges) where I demonstrated that this method worked in-game and was fully-functional, minus a few hiccups that I've been working on since.

I guess what I'm saying is that I feel a lot of my old work, mostly in the ambiances, lacked subtlety and texturing, which I've experimented with on this track through faint creaking of the building's structure, and adding a melancholic wind element. If you sit back and listen, the creaking won't take you out of the experience - it will just build upon it with the rest of the audio in more of a cooperative way. I have a lot of ideas to build on this, and I've recorded the majority of the audio that I need.

I hope you guys are alright with me being open in this way. I really would like to get more updates to you all but I have just had so many other things going on. I'm happy with whatever time I have to work on LURK, though.

Oh, by the way, I recorded that wind in my New York City apartment, and the rain and creaks in a tin-roofed cabin in Colorado. All in stereo, of course. Did I mention I recorded some incredible audio in an ice cave in Iceland? That'll be great in certain areas, I think :)

- Dae

Twitter: @realdaemonion

YouTube: therealdaemonion

SoundCloud: daemonion

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L.U.R.K. 1.1

L.U.R.K. 1.1

Jun 19, 2010 Full Version 129 comments

The latest installment in the versions of L.U.R.K. for Shadow of Chernobyl.

L.U.R.K. Patch 1.0552

L.U.R.K. Patch 1.0552

Sep 29, 2009 Patch 13 comments

Latest Patch made for L.U.R.K. version 0.9, brings it to Release Candidate 1.0552. Includes all previous options and features from previous patches.

L.U.R.K. RC 1.05 Full Version

L.U.R.K. RC 1.05 Full Version

Sep 29, 2009 Full Version 99 comments

This pack includes all the previous releases up to this point with only one installation needed. Please follow the Readme supplied for installation instruction...

Post comment Comments  (40 - 50 of 5,575)
Guest
Guest Jun 1 2014, 9:09am says:

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Major_Degtyarev
Major_Degtyarev May 31 2014, 3:51am says:

Now, iam enjoying LURK mod very much. Some issues: I cannot equip artefacts of any kind. Secondly,on my way out of the monolith bunker,when i have de-activated brain scorcher,game constantly crashes. Aside from this, Major Degtyarev approves.

+1 vote     reply to comment
ISemiI
ISemiI May 31 2014, 5:46am replied:

Artifacts were effectively disabled in 1.1 and they're only good for money and weighing yourself down. IMO it was one of the worse choices made, but seeing as I never use artifacts anyway it doesn't bother me too much.

+1 vote     reply to comment
jamesdickinson963
jamesdickinson963 May 29 2014, 2:10am says:

Are the flying objects in the lab supposed to kill you instantly? Because they are, and as a result I cannot continue the game. Anyone know how to make these flying objects of insta-kill NOT instantly kill you?

+1 vote     reply to comment
Djoan
Djoan May 29 2014, 5:17pm replied:

Probably a bug, i uninstalled this mod today and going to replay a game with Autumn Aurora 2 again.
This mod is F'ing mess, bug and gameplay wise.

-2 votes     reply to comment
JoshKlint
JoshKlint May 27 2014, 2:42pm says:

I'm a Steamworks developer and I created a way for S.T.A.L.K.E.R. mods to be distributed through Steam Workshop:
Steamcommunity.com

I'm just looking for feedback from people who play these mods. If you think this would be useful, please favorite and comment on the Greenlight page. I'm going to the response to decide whether to finish this or not.

+3 votes     reply to comment
Djoan
Djoan May 27 2014, 2:42pm says:

After fight with a controller my head is spinning constantly, like 5 minutes already, wtf?! Is it another bug? I already had a bug then first aid kit's do not restore my health, even died once when tried to clear the passage to a room from wooden sticks nailed to a doorway.

+1 vote     reply to comment
ISemiI
ISemiI May 28 2014, 7:47am replied:

Go to gamedata>config>creatures and open "actor.ltx" in notepad or something. Change "psy_health" from 0 to 0.001. Do the same for "psy_health_sleep".

+2 votes     reply to comment
Djoan
Djoan May 28 2014, 8:48am replied:

Thanks

+1 vote     reply to comment
Djoan
Djoan May 27 2014, 8:09am replied:

Okay thanks

+1 vote     reply to comment
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